An In Depth Analysis of Halo Combat Evolved's Cut Content

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  • Опубликовано: 14 окт 2024

Комментарии • 48

  • @zergscaper4714
    @zergscaper4714 День назад +5

    You can definitely see the old Marathon genes carried over a lot during early development, what with the Assault Rifle having a grenade launcher and one of the Magnums having the "Mega-Class" designation just like in the Marathon Trilogy. (EDIT: The "WSTE" designation on one of the beta shotguns is the same as the Shotguns in Marathon 2 and Infinity. Also the "TOZT" designation for the flamethrower.) I have a feeling that they removed the grenade launcher from the AR because of what they learned from Marathon - the AR in Marathon 1 especially hogged a lot of the limelight because of how cramped those levels are, and grenades were basically essential on higher difficulties in Marathon 2 and Infinity.
    Really cool stuff - Great video!

  • @ryan_1099
    @ryan_1099 День назад +5

    Thank ya for lookin at this stuff, your presentation is always top tier.
    I realized when watching this, I haven't heard a peep about any cut Flood content as long as I've known about Halo 1999

    • @Woodyisasexybeast
      @Woodyisasexybeast  День назад +2

      Thank you very much.
      All I know of is concept art, some of which was repurposed in Halo Legends. I don’t really know how to describe it. It’s a weird quadrupedal thing but I have no idea if it ever went beyond the concept phase.

  • @HydraKittten
    @HydraKittten День назад +8

    The Lampray Sub-ed sounds sorta like a proto-needler, sticking into targets and exploding

    • @shreksnow1918
      @shreksnow1918 День назад +2

      From what I’ve heard the idea actually morphed into the plasma grenade.

    • @Woodyisasexybeast
      @Woodyisasexybeast  День назад +2

      @shreksnow1918 Ah of course. Duh.

  • @shreksnow1918
    @shreksnow1918 День назад +5

    It’s interesting how many weapons were made for CE. A lot of them are definitely just there for testing, or variants of already existing guns. For Half-Life 2’s Beta the bloated weapon sandbox at least made sense since you would’ve lost your arsenal multiple times, and would need replacing. A lot of these are cool, but too similar to each other.
    Too bad Digsite weren’t able to add the weapon wheel back into CE for modding purposes. It’s definitely interesting thinking about how the game could’ve turned out if they kept the weapon wheel and alternate firing modes. The HUD was also different, with the health and mini map (later replaced by the motion tracker) being in the shape of the Marathon logo.
    This video would’ve been better if you included concept art, and mentioned the various Marathon influences present in the different weapons. The Drinols were copies of the Marathon Hulks. The Plasma Pistole functions like the Zeus Pistol where it has the normal energy projectile, and a charged shot. Early versions of the Assault Rifle functioned like the Marathon Assault Rifle where the ammo count was the same, and it had a grenade launcher alt fire. Also, the inside of the Macworld map’s structure looks like something you’d see in Marathon.
    It’s cool how the idea for the Excavator would later be reused as the Brute shotgun (can’t remember its name).
    Generalkidd has a video talking about that mission with the weird Covenant ship. It was supposed to be stealth based, and if the Covenant triggered an alarm you’d have to fight more of them later on.

    • @ITSSIRWAN86
      @ITSSIRWAN86 День назад +1

      agreed

    • @Woodyisasexybeast
      @Woodyisasexybeast  День назад +1

      I didn’t have time to include concept art and things for this video. I was already way behind schedule already and had to work some rough hours to get this out for the weekend (and just barely at that). It’s something I’d consider doing in the future though
      EDIT: I also know nothing about Marathon and would need to do significantly more research to include anything about it. For this video, I really just wanted to outline what was released via digsite in an efficient and informative way that ACTUALLY showcases things instead of glossing over them

    • @shreksnow1918
      @shreksnow1918 День назад +1

      Makes sense (another similarity I forgot to mention is the Macworld armor looks like something a militarized version of the Marathon Cyborgs would potentially wear. It also gives the impression that a lot of the guns in CE were designed for super soldiers, rather than things a normal human would hold). The Marathon trilogy is currently free on Steam thanks for the work of the Aleph One community. I haven’t played them yet, but definitely need to. The storytelling is done through terminals like the ones in Halo 3.
      If you’re not really interested in playing the games you could always watch MandaloreGaming’s videos on the trilogy and the other pre Halo Bungie games. That series has an INSANE narrative. Modern Halo would’ve been so much cooler if they didn’t change Rampancy from Marathon’s version to being so dementia/schizophrenia (after playing the games or watching MandaloreGaming’s videos you’ll see why I say that). Theres also this interesting video by Fenrick called “How Marathon shaped Halo”. There’s a crazy amount of parallels between the games. I knew that both had a lot of shared concepts/lore, but I was unaware just how many there were.

    • @shreksnow1918
      @shreksnow1918 День назад +1

      I also forgot to mention that HiddenXperia has a video talking about the cut levels that were used as tests for Halo 2. He gets some of the information wrong, but people in the comments correct the record by mentioning things said by Digsite and Bungie devs about the cut missions/tests.

    • @Spartan_Tanner
      @Spartan_Tanner 15 часов назад +2

      fun fact about the halo 3 Mauler (Brute Shotgun), its tag name is still Excavator, and the vehicle: Prowlers tag name is actually Mauler.

  • @6buscuit
    @6buscuit 17 часов назад +2

    I apologize if anyone has mentioned it already. On 23:55 I know from vengeful vadams vid over the CE 1749 build that any enemy this is killed with the flamethrower they’ll have that exact death animation. So maybe that animation got ported over?

    • @Woodyisasexybeast
      @Woodyisasexybeast  17 часов назад +1

      That makes a lot of sense. I was using the microwave gun to trigger this, which I suppose you could argue is similar in that the target is basically being cooked. Perhaps that’s the explanation.

    • @6buscuit
      @6buscuit 13 часов назад

      @@Woodyisasexybeast that could be true. Maybe someone could look into the code at some point.

  • @thesaturdaynightcomfyexpre4471
    @thesaturdaynightcomfyexpre4471 3 часа назад

    The WAST-M90 was taken from the Marathon 2 shotguns. Supposed to be a pun on "Waste'em". Same with the rocket launcher in the main game the "SPANKER" was taken from the Marathon games as a nod for nerds like me, lel.
    this is pretty cool though, I remember looking at images of the cut content from the games back in the mid 2000's wondering what the game would have been like if they had kept all that stuff. I really like that HE Pistol, looks way cooler than what we got in the final game. Plus it looks sorta like Robocops handgun a bit.

  • @gachaofthegalaxy915
    @gachaofthegalaxy915 День назад +2

    Some of this was ment for halo 2, but was in ce as a engine test, to get things preped, such as the mongoose, and moonbase

    • @Woodyisasexybeast
      @Woodyisasexybeast  День назад +2

      Ahhh. I suspected as much. That explains why the M1 environments were built for both CE and 2

    • @shreksnow1918
      @shreksnow1918 День назад +3

      There’s also some versions of the missions in 2, and others in CE. It’s definitely interesting comparing how they play in each iteration of BLAM. Too bad we can’t play them in the “Halo 1.5 engine” that Digsite extracted all the content from.

    • @gachaofthegalaxy915
      @gachaofthegalaxy915 День назад +1

      Ja, very true

  • @Stuntmachine14
    @Stuntmachine14 День назад +1

    This is a quality video, great content!

  • @Crepuculum
    @Crepuculum 7 часов назад

    What I find funny is that the concussion gun is essentially the official version of the Blunderbuss from InfernoPlus’ Cursed Halo Mod, as it affects vehicles, but most importantly, your self, it’s a jumping tool, and it’s fun to play around with.

    • @Woodyisasexybeast
      @Woodyisasexybeast  6 часов назад +1

      I didn’t even think to try shooting at the ground. Dammit

  • @Wuunderboy
    @Wuunderboy 16 часов назад

    A lot of this should have been added to Halo CE via a DLC update disc. Like a Halo CE multiplayer map pack in say 2002-2003. Ruin pain looks like the UNSC base of operations on the Halo ring.

  • @richardbarrett4488
    @richardbarrett4488 5 часов назад

    From a modder on Reddit on why mods aren’t on console,
    “Modder here, simple answer is the games were never designed with mods in mind.
    The longer answer is going to be a little more detail below.
    Basically, the way Halo works is it packs only what it needs in each individual scenario file. Each item is categorized as a "tag". These tags range across everything, from a weapon or vehicle, to the screen effect from an explosion. These are all built and compacted down to a simple little scenario file. If you use shared maps, from my understanding, it gathers tags that are used across all files and compacts them into one file, which those scenarios can quickly reference out to when needed.
    Now, to the best I can guess, this was done to heavily optimize the game. The one example I think of is, if you installed Halo 3 on your Xbox 360, it was around 3.5 GB. The entire tags directory is around 15 GB when you extract the mod tools. That means Bungie consolidated a lot, making the size negligible for the Xbox 360 to optimize it as much as possible.
    But how does this deal with mods? Well, it deals with mods because there's no simple way around it. Did you modify a Battle Rifle to shoot 4 shots instead of 3? If you want to use it on the entire campaign, you have to download the entire 3.5 GB of the campaign to use that one simple change. Bethesda designed mods to be dynamically implemented, so you can download a single sword and add a location in the map and it's a download in the scale of megabytes. Halo was designed, seemingly, around optimization for the Xbox/Xbox 360 with no intentions of ever really being mod-friendly, and instead focusing on how to best condense an entire campaign to the smallest levels (as opposed to allow simple additions of new content. This is why the GRD helmet couldn't come to Halo Reach until the last few years in MCC, it would have been an entire game re-download for Halo Reach on the Xbox 360, which was way too big of a patch at the time).
    This isn't a 343 issue. This is a design choice by Bungie from 2001 through 2010 that 343 needs to find a complex solution to. They could add mods to Xbox, but this would require them to make their own storage space for mods (like Steam offers with Steam Workshop). With mods this large, that would be an insane amount of data transfer on Microsoft servers.
    For example, a single scenario (like the level Sierra 117 on Halo 3) takes up around 716MB on my mod. If you only published that one mod, and assume you only have 100 people download it, that's roughly 71 GB of server transfer of data for one single level. My most popular mod has just under 66,000 downloads and is 8.171 GB according to Steam. This translates to 539,286,000 megabytes, or 539,286 Gigabytes, or 539.286 Terabytes of data that Steam has handled just for my mod. This doesn't include updates I've made where I had to rebuild the mod and people had to download a few GB of changes.
    Stretch that across the entire MCC mod collection and you will easily have petabytes of data for Microsoft's servers, it sounds like an absolute nightmare for something that doesn't add value to Xbox games (in terms of them profiting). Server space is expensive, and MCC mods will definitely utilize server space.”

  • @GamePath
    @GamePath 23 часа назад +1

    The HE pistol's barrel looks a lot like Hawkmoon's from Destiny

    • @Woodyisasexybeast
      @Woodyisasexybeast  22 часа назад

      Huh. Interesting how that concept took that long to gestate

  • @ehhhwhatever202
    @ehhhwhatever202 20 часов назад +2

    It’s sad console players can’t enjoy any of this (even though they built this franchise?) but I think it’s probably because it’s all unpolished content so they just dump it onto the PC instead. 13:38 I love how Bungie originally made the Fuel Rod Gun gold but changed it purple for launch then in Halo 2 it was gold again with no explanation it shows that Bungie consistently sat together maybe flip flopping on some suggestions but eventually those ideas would be solidified in later games. 26:20 This is basically the single unique variant weapon idea that was later done terribly in Halo 5 where it was some sort of stupid easter eggs whereas this version seems way more organic and story driven with that idea being that each weapon might’ve been “different stages of development” but I like the idea that each version even some that seem like repetitive weapons were probably a character centric weapon like finding “Sergeant Johnson’s Bolt-Action Sniper Rifle” next to a marine who in his last moments managed to take on a ton of enemies but was clearly overwhelmed? Even Triston’s Pistol has a whole freaking sniper scope on it and says “Mega Class” on the suppressor and the gun looks closest to the 50 Magnum Mega Class M4A so it’s probably one those just heavily modified and he added a whole sniper scope to be cool makes his anticlimactic fate even more funnier. 6:39 the “pistol” variant probably was added in to make sure that people stopped getting confused from interacting with the PDWS Pistol which looks pretty similar to the regular 50 Magnum Mega Class probably during play testing the similar designs lead to thinking you already have one or the other so they probably made the “Pistol” to replace the PDWS Pistol? afterwards I imagine Spartans use the “Pistol” and Marines get the 50 Magnum Mega Class and one unlucky marine had a special modified pistol? Probably once the game was going to be console exclusive they scrapped the unique variant weapons idea instead leaning towards carbon copy Halo 2’s they got alien guns equivalent to each of our human guns.

    • @Woodyisasexybeast
      @Woodyisasexybeast  19 часов назад +2

      I don’t feel like “unpolished” is a good enough reason. They’ve shown that they have no issues releasing unpolished content into MCC. There’s even warnings when using Halo 4’s campaign theater and when enabling certain skulls in games they may not work with.
      Not sure what you’re referring to at 26:20?

    • @ehhhwhatever202
      @ehhhwhatever202 18 часов назад +1

      @@Woodyisasexybeast nornfang rifle is one which was like a op sniper rifle? It was used by one of those spartans of the blue or noble teams in Halo 5 I don’t remember they were eventually released in the multiplayer which is why Halo 5’s multiplayer is garbage? But in the campaign in certain areas you could find like a shotgun on a cliff “it’s just a shotgun?!?” But wait this one has a little colorful design on the side to let you know it’s special and deals slightly more damage
      Edit: Just googled that boring rifle and it has 80 designations so it took me a second but I guess the proper technical terminology is “Mythic Weapons” which were the exact wrong way to do that idea

    • @Woodyisasexybeast
      @Woodyisasexybeast  18 часов назад +1

      @ehhhwhatever202 oh really? All of the weapons variants were one of my favorite aspects of Halo 5. Using the Nornfang was a lot of fun to me. Personally, I think H5’s multiplayer is decent. Even if there was a lot of overlapping similarities between guns, I thought it was neat to experiment with the different properties.
      I almost mentioned the binary rifle because it has a very similar usage. Less ammo but one shot kill

    • @ehhhwhatever202
      @ehhhwhatever202 18 часов назад

      @@Woodyisasexybeast I was referring to doing variations but having them be mission exclusive absolutely no overlap with each other I would still allow you to use them in Custom and Forge but matchmaking isn’t somewhere you would want imbalances because it might be fun to get killed the first time but after a couple times and feeling like the itself is almost against you and that’s frustrating for players leading to people losing interest but I think people could go on for centuries about that decade long blunder but I think the variation system with limitations where you could still easily memorize your favorite weapon variants without the Halo 5 effect where you have way too many variations and no focus or drive a far cry from the “just give me a weapon” gameplay of Bungie

    • @Woodyisasexybeast
      @Woodyisasexybeast  18 часов назад +1

      @ehhhwhatever202 the easy solution is just different modes. Which they did. Certain game types had only regular weapons and no variations so you could always just choose to avoid them entirely. The ones hidden in campaign didn’t even have all of the same properties. The campaign nornfang, at least as far as I know, doesn’t behave any differently than the regular sniper. I guess they just wanted to include them as Easter eggs 🤷‍♂️

  • @Spartan_Tanner
    @Spartan_Tanner 16 часов назад

    22:24 that detail exists on the retail CE Spirit too, but it has not reappeared in the Reach model, (and probably the h5 one too)

    • @Spartan_Tanner
      @Spartan_Tanner 16 часов назад

      23:54 that is the "on fire death" action, no idea why it occurs in response to a chaingun. It is similar to the "stuck with plasma grenade" or "infection form attack" deaths

    • @Spartan_Tanner
      @Spartan_Tanner 16 часов назад

      25:29 from what i heard, CRASH SITE does not make use of any cut dialogue, it is a unique mission made by Digsite and is not directly inspired by any cut CE missions. Members of Digsite voiced the Marines in the mission, Neo Te Aika did the music and the custom sounds even for the cut content, also some weapons in this mission have FP animations, like the Bolt-Action Sniper and the Harpoon, the animators for the aforementioned weapons are not affiliated with digsite, hence why their animations are only used in Crash Site and not found in the Digsite releases.
      Just adding onto this, the MA5/GL, M99 PARA SMG, and several other RTS - Third Person Era weapons first person variants are custom made by Digsite. Including animations.

    • @Spartan_Tanner
      @Spartan_Tanner 16 часов назад

      26:55 iTristan was a well known halo community member a few years ago, it was only with Crash Sites release that I learned he had passed away, (in a vehicle accident if I recall correctly)

    • @Spartan_Tanner
      @Spartan_Tanner 15 часов назад

      33:38 that is the CE rendition of the Covenant Command Shuttle, Halo 2 also had its own Command Shuttle, most infamously used to transport Arbiter and Rtas's troops to the Gasgiant Facility. The Lich would probably be the closest retail counterpart to the command shuttles

    • @Woodyisasexybeast
      @Woodyisasexybeast  15 часов назад +1

      Wow, the dialogue they added is extremely convincing. I thought for sure it was from the game, it sounds just like the marines in CE.

  • @Kenzidagamer
    @Kenzidagamer День назад +1

    The sniper rod is leftover in the final games files

  • @ITSSIRWAN86
    @ITSSIRWAN86 День назад +1

    great video

  • @Cakeb7812
    @Cakeb7812 День назад +1

    36:25 How did you find that!